Unreal C++ create dispatcher delegate node

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  • čas přidán 6. 07. 2024
  • In this video, i explain how to create from UE4 C++ custom dispatcher node. With that, you can call from C++ nodes in blueprints and from Blueprints coz you have BlueprintCallable node.
    Documentation:
    docs.unrealengine.com/en-US/P...
    C++ code of the project:
    github.com/Dima3922/UE4-dispa...
    To save your time you can download that project from Patreon:
    / ue4-c-create-45256062
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Komentáře • 6

  • @Owl_UA_Unreal
    @Owl_UA_Unreal  Před 9 měsíci

    Updated to Unreal 5.3, in Patreon.
    www.patreon.com/posts/ue4-c-create-45256062

  • @RauBogdan
    @RauBogdan Před 3 lety +1

    Very useful. Thank you!

  • @conki100dor
    @conki100dor Před 3 lety +1

    It is not clear why the TestFerox function is called after EventBeginPlay? In fact, it invokes a delegate that hasn't been signed yet?

    • @Owl_UA_Unreal
      @Owl_UA_Unreal  Před 3 lety

      Yes, you are absolutely right, i just show the created node will not work coz bind is after the function call. But it's possible after bind, call also from the blueprints, C++ logic. Need to bind first and after trigger from C++ or blueprints TestFerox function.

  • @IDiziART
    @IDiziART Před 2 lety

    Достаточно скомкано, получилось. Но, если ты понимаешь хотя бы что-то из сказанного - то всё получится. Если же нет - то материал не усвоит человек. За видео спасибо!